NVIDIA GameWorks Integration

Sorry for the delay. The behaviour I was seeing (in the NVidia/VXGI) was that I had a choice between vxgi reflections or nothing at all, like in my post earlier. However your latest build has in fact VXGI and SSR, so a big thank you. I am now stuck with the problem that the VXGI performance on a 980ti is abysmal in latest build 4.9.2.

I will try to merge myself the latest patch (#53 Upgrade to UE 4.9.2 and some functional, performance and build fixes.) hopefully it will boost up performance a little.

I havent included 's latest changes that went back to the old backend, so yes performance won’t be as good as it can be. I will get around to merging the changes

Hello ;
I ve built the 4.92 edition with the basic sln configuration But It can t package … is there a step that I would have missed somewhere ?

Depends what you mean by 4.92 version? Mine or NVIDIAs? Mine will package no problems, NVIDIAs won’t (As far as I know, may have changed recently).

EDIT

Now it packs, but the exe file crashes … mmm i ll check on my side first

I don’t know if falls under the Gameworks umbrella per se, but I’d like to mention that the stand-alone APEX clothing tool for creating .apx/.apb works great except for one problem: for some reason it doesn’t export tangents data or it’s an old format being exported, and messes up the materials bad in UE4 when the clothing asset is added.

Just wanted to post a heads up in case it might get fixed, as I really like the standalone tool for quickly making clothing assets, but it’s currently not useful for production.

Thanks! :slight_smile:

Thanks to 's personal efforts, my hairworks project is fixed. Weird stuff going on there, but hey.


It’s animated over in a GIF ://i.imgur/APQ9idh.gifv

Now all that remains… is waiting until multi-lights are supported.

Wow that actually looks really great. Multi light support is on my radar, hoping to have something working soon for my project.

Wow, multi-light is actually with your reach ? You’re the best!

Can not understand, what am I doing wrong. is my hair setup inside 3Ds : (Sorry for large images, no spoiler tag V_V)

Every spline is connected to its own single vertex, duplicate spline check is passed properly. Collision sphere added (though makes no difference, its ignored for me during sumulation(?))

Inside Viewer, that is what I get:

Many hair strands are missing, also, if I check display ‘growth mesh’ toggle, I do not see my scalp mesh exported, i.e. nothing visually changes in the viewport.

Still that part of the hair, which is shown, is simulated properly, though seems like it is ignoring collision sphere.

Any ideas where I could go wrong with setup? Guide lines are , but not all hair are generated. Also, guide lines seems to be very linear, not smooth as in original.

It is really hard to tell without having the actual files in front of me, I would suggest grabbing the latest HairWorks Viewer (1.1.1) and taking a look at the Male example “Seth” he has quite long hair working correctly, it comes with a . file so you can see how it was put together.

New version of VXGI has been released on NVIDIA Developer. v0.91 (Actually was released on 22nd). I guess is a question more to . The UE4 integration is using CL 19972074. How long for you to upgrade to 20094040? I only ask , as I was planning to merge some of your changes across to my branch soon, but depending on how far you are from getting the latest merged in, I might just wait until then.

Oh man… i can’t wait for multi-lights for HairWorks on UE4!

What’s new with VXGI update?

Thanks for development and work on integration in UE4 always pending updates…!

Is anyone else having trouble packaging a project using 's 4.9.2 build?

You shouldn’t have any troubles, I have tested packaging in both development and shipping without any issues.

Open game console (press ~ key ) and write: r.vxgi.mapsize 64

Galaxymans 4.9.2_NVIDIA_Techs branch packages fine for me, and I had trouble with the NVIDIA branches not packaging before switching to it.

The only unclear thing for me (being new) from the steps on GitHub was that I also needed set my configuration set to ‘Development’ rather than ‘Development Editor’ after step 5 and then building ‘UE4’ again.
is to generate UE4Game.exe which apparently is a necessary step to get packaging working.

Make sure to switch back to ‘Development Editor’ before launching with debug.

Check content of your Unreal Engine 4 Editor (directory “Engine\Binaries\ThirdParty” ) and compare with file structure of your packaged build (directory “WindowsNoEditor\Engine\Binaries\ThirdParty” ). For example, if you have “Waveworks” directory in editor and it is missing in packaged build, you should copy directory to packaged build.